http://www.moddb.com/members/sg-tequila/blogs
Blogs RSS feed - SG_Tequila - Mod DBSubscribe to the Mod DB SG_Tequila blog feed, and get the latest updates as they are posted.en-usTue, 03 Mar 2015 20:22:47 +0000Copyright 2015, DBolical Pty LtdArticles180Blogs RSS feed - SG_Tequila - Mod DBhttp://static.moddb.com/cutoff/images/logos/rss.pnghttp://www.moddb.com/members/sg-tequila/blogs
12090FBO effects in Smokin'Gunshttp://www.moddb.com/members/sg-tequila/blogs/fbo-effects-in-smokinguns
Sat, 19 Dec 2009 23:25:36 +0000articles47617With <a href="http://www.moddb.com/games/smokin-guns/news/smokin-guns-v11b3-update">Smokin'Guns Beta v1.1b3 release</a>, we publicly made available OpenGL framebuffer object (FBO) support providing neat effects like rotoscope or bloom effect. Most work was done by <a href="http://www.gordallott.com/article/opengl-framebuffer-object-patch-ioquake3/">Gord Allott</a> (see also related <a href="https://bugzilla.icculus.org/show_bug.cgi?id=3422" rel="nofollow">feature request in ioQuake3 bugzilla</a>). Thanks again Gord !!!
[center]<a href="http://www.moddb.com/members/sg-tequila/images/rotoscope-rendering5" target="_blank" title="Rotoscope rendering - Mod DB"><img src="http://media.moddb.com/cache/images/members/1/308/307124/thumb_300x150/shot0017.jpg" alt="Rotoscope rendering" /></a><a href="http://www.moddb.com/games/smokin-guns/images/greenhill-lake-and-rotoscope-effect" target="_blank" title="GreenHill Lake and Rotoscope effect - Mod DB"><img src="http://media.moddb.com/cache/images/games/1/12/11583/thumb_300x150/shot0024.jpg" alt="GreenHill Lake and Rotoscope effect" /></a>
<a href="http://www.moddb.com/members/sg-tequila/images/rotoscope-rendering" target="_blank" title="Rotoscope rendering - Mod DB"><img src="http://media.moddb.com/cache/images/members/1/308/307124/thumb_300x150/shot0016.jpg" alt="Rotoscope rendering" /></a><a href="http://www.moddb.com/members/sg-tequila/images/rotoscope-rendering4" target="_blank" title="Rotoscope rendering - Mod DB"><img src="http://media.moddb.com/cache/images/members/1/308/307124/thumb_300x150/shot0018.jpg" alt="Rotoscope rendering" /></a>
Rotoscope effect[/center]
[center]<a href="http://www.moddb.com/games/smokin-guns/images/bloom-effect" target="_blank" title="Bloom effect - Mod DB"><img src="http://media.moddb.com/cache/images/games/1/12/11583/thumb_300x150/shot0027.jpg" alt="Bloom effect" /></a><a href="http://www.moddb.com/members/sg-tequila/images/bloom-effect-in-smokinguns2" target="_blank" title="Bloom effect in Smokin'guns - Mod DB"><img src="http://media.moddb.com/cache/images/members/1/308/307124/thumb_300x150/shot0030.jpg" alt="Bloom effect in Smokin'guns" /></a>
<a href="http://www.moddb.com/members/sg-tequila/images/bloom-effect-in-smokinguns1" target="_blank" title="Bloom effect in Smokin'guns - Mod DB"><img src="http://media.moddb.com/cache/images/members/1/308/307124/thumb_300x150/shot0031.jpg" alt="Bloom effect in Smokin'guns" /></a><a href="http://www.moddb.com/members/sg-tequila/images/bloom-effect-in-smokinguns" target="_blank" title="Bloom effect in Smokin'guns - Mod DB"><img src="http://media.moddb.com/cache/images/members/1/308/307124/thumb_300x150/shot0029.jpg" alt="Bloom effect in Smokin'guns" /></a>
Bloom effect
[/center]Here are the most important few stuffs that was changed from the original Gord Allott patch:
<ol><li>FBO effects are only applied on 3D rendering, so UI is not changed at all</li><li>cvar usage was rewritten to avoid problems when setting them from UI.</li><li>GLSL used programs can be loaded from the game PK3 or simply from config folder for developer convenience.</li><li>Few minor bugs was fixed</li></ol> About point 3, for Smokin'Guns modders, programs can be loaded from /scripts/PROGRAM.glsl files where PROGRAM can be glslBase_vert, glslGauss9,glslGauss7, glslGauss5, glslBlurMain, glslSigScreen, glslSobel, glslSobelZ, glslToonColour, glslRotoscope or glslRotoscopeZ...
To test your GLSL program, you can also start the engine setting cvar "developer" to 1 and put your GLSL program to test as PROGRAM.cfg (like glslToonColour.cfg) in your configuration folder, next to your q3config.cfg file.
To try tuning FBO effects, get the <a href="http://www.moddb.com/members/sg-tequila/addons/glsl-programs-for-fbo-effects">GLSL programs addon</a>. And leave a comment about your success !
Tequila
[center]<object width="425" height="355" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="wmode" value="transparent" /><param name="src" value="http://www.youtube.com/v/u112q4sfkAs" /><embed src="http://www.youtube.com/v/u112q4sfkAs" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object>[/center]With <a href="http://www.moddb.com/games/smokin-guns/news/smokin-guns-v11b3-update">Smokin'Guns Beta v1.1b3 release</a>, we publicly made available OpenGL framebuffer object (FBO) support providing neat effects like rotoscope or bloom effect. Most work was done by <a href="http://www.gordallott.com/article/opengl-framebuffer-object-patch-ioquake3/">Gord Allott</a> (see also related <a href="https://bugzilla.icculus.org/show_bug.cgi?id=3422" rel="nofollow">feature request in ioQuake3 bugzilla</a>). Thanks again Gord !!!
[center]<a href="http://www.moddb.com/members/sg-tequila/images/rotoscope-rendering5" target="_blank" title="Rotoscope rendering - Mod DB"><img src="http://media.moddb.com/cache/images/members/1/308/307124/thumb_300x150/shot0017.jpg" alt="Rotoscope rendering" /></a><a href="http://www.moddb.com/games/smokin-guns/images/greenhill-lake-and-rotoscope-effect" target="_blank" title="GreenHill Lake and Rotoscope effect - Mod DB"><img src="http://media.moddb.com/cache/images/games/1/12/11583/thumb_300x150/shot0024.jpg" alt="GreenHill Lake and Rotoscope effect" /></a>
<a href="http://www.moddb.com/members/sg-tequila/images/rotoscope-rendering" target="_blank" title="Rotoscope rendering - Mod DB"><img src="http://media.moddb.com/cache/images/members/1/308/307124/thumb_300x150/shot0016.jpg" alt="Rotoscope rendering" /></a><a href="http://www.moddb.com/members/sg-tequila/images/rotoscope-rendering4" target="_blank" title="Rotoscope rendering - Mod DB"><img src="http://media.moddb.com/cache/images/members/1/308/307124/thumb_300x150/shot0018.jpg" alt="Rotoscope rendering" /></a>
Rotoscope effect[/center]
[center]<a href="http://www.moddb.com/games/smokin-guns/images/bloom-effect" target="_blank" title="Bloom effect - Mod DB"><img src="http://media.moddb.com/cache/images/games/1/12/11583/thumb_300x150/shot0027.jpg" alt="Bloom effect" /></a><a href="http://www.moddb.com/members/sg-tequila/images/bloom-effect-in-smokinguns2" target="_blank" title="Bloom effect in Smokin'guns - Mod DB"><img src="http://media.moddb.com/cache/images/members/1/308/307124/thumb_300x150/shot0030.jpg" alt="Bloom effect in Smokin'guns" /></a>
<a href="http://www.moddb.com/members/sg-tequila/images/bloom-effect-in-smokinguns1" target="_blank" title="Bloom effect in Smokin'guns - Mod DB"><img src="http://media.moddb.com/cache/images/members/1/308/307124/thumb_300x150/shot0031.jpg" alt="Bloom effect in Smokin'guns" /></a><a href="http://www.moddb.com/members/sg-tequila/images/bloom-effect-in-smokinguns" target="_blank" title="Bloom effect in Smokin'guns - Mod DB"><img src="http://media.moddb.com/cache/images/members/1/308/307124/thumb_300x150/shot0029.jpg" alt="Bloom effect in Smokin'guns" /></a>
Bloom effect
[/center]Here are the most important few stuffs that was changed from the original Gord Allott patch:
<ol><li>FBO effects are only applied on 3D rendering, so UI is not changed at all</li><li>cvar usage was rewritten to avoid problems when setting them from UI.</li><li>GLSL used programs can be loaded from the game PK3 or simply from config folder for developer convenience.</li><li>Few minor bugs was fixed</li></ol> About point 3, for Smokin'Guns modders, programs can be loaded from /scripts/PROGRAM.glsl files where PROGRAM can be glslBase_vert, glslGauss9,glslGauss7, glslGauss5, glslBlurMain, glslSigScreen, glslSobel, glslSobelZ, glslToonColour, glslRotoscope or glslRotoscopeZ...
To test your GLSL program, you can also start the engine setting cvar "developer" to 1 and put your GLSL program to test as PROGRAM.cfg (like glslToonColour.cfg) in your configuration folder, next to your q3config.cfg file.
To try tuning FBO effects, get the <a href="http://www.moddb.com/members/sg-tequila/addons/glsl-programs-for-fbo-effects">GLSL programs addon</a>. And leave a comment about your success !
Tequila
[center]<object width="425" height="355" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="wmode" value="transparent" /><param name="src" value="http://www.youtube.com/v/u112q4sfkAs" /><embed src="http://www.youtube.com/v/u112q4sfkAs" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object>[/center]Smokin' Guns Weapon fire code refactoringhttp://www.moddb.com/members/sg-tequila/blogs/smokin-guns-weapon-fire-code-refactoring
Mon, 28 Sep 2009 22:29:51 +0000articles44266Howdy cowboys,
I'm still active on Smokin' Guns 1.1 branch and I just want to present a little my work on rev310. The great news, it is another step toward a beta staging... The bad news, It helps to show new nasty bugs in Smokin' Guns...
So here is my published comment for that r310:
[quote=sg_tequila]Weapon fire code refactoring:
- Added Weapon_Trace API to easily add trace debugging entity in debug build
It is now possible to visually debug trace on client side (only in debug build)
- Added g_debugWeapon cvar in debug build
- Review some code in prevision to higher refactoring:
FireWeapon & ShotgunPellet should share some code in next update
Weapon fix:
- Really check we are not shooting ourself
Media added:
- Added shader and picture to draw trace debuggung entities
- Added sg_developer.pk3 PAK creation and copy in copyfiles-debug target[/quote]
I won't go deeply in any code explanation, sources are opened and they should be self-explaining for any interested hacker. This r310 revision is firstly a hack to refactor the weapon fire code. I really think this is just a first step as we have 2 kinds of shoot, gun bullets and shotgun pellets, and their respective code is now more similar than ever.
Also for who doesn't know about Smokin' Guns, we have a great feature: we are able to shoot through walls. You can just now check <a href="http://www.moddb.com/members/sg-tequila/videos" target="_self" title="my video section">my video section</a> to see how trace can now be debugged to just show how it behaves.
Tequila
PS: You can follow our discussion about that revision in our forum:
<a href="http://forum.smokin-guns.org/viewtopic.php?p=14840" target="_self" title="Weapon fire code refactoring">Weapon fire code refactoring</a>Howdy cowboys,
I'm still active on Smokin' Guns 1.1 branch and I just want to present a little my work on rev310. The great news, it is another step toward a beta staging... The bad news, It helps to show new nasty bugs in Smokin' Guns...
So here is my published comment for that r310:
[quote=sg_tequila]Weapon fire code refactoring:
- Added Weapon_Trace API to easily add trace debugging entity in debug build
It is now possible to visually debug trace on client side (only in debug build)
- Added g_debugWeapon cvar in debug build
- Review some code in prevision to higher refactoring:
FireWeapon & ShotgunPellet should share some code in next update
Weapon fix:
- Really check we are not shooting ourself
Media added:
- Added shader and picture to draw trace debuggung entities
- Added sg_developer.pk3 PAK creation and copy in copyfiles-debug target[/quote]
I won't go deeply in any code explanation, sources are opened and they should be self-explaining for any interested hacker. This r310 revision is firstly a hack to refactor the weapon fire code. I really think this is just a first step as we have 2 kinds of shoot, gun bullets and shotgun pellets, and their respective code is now more similar than ever.
Also for who doesn't know about Smokin' Guns, we have a great feature: we are able to shoot through walls. You can just now check <a href="http://www.moddb.com/members/sg-tequila/videos" target="_self" title="my video section">my video section</a> to see how trace can now be debugged to just show how it behaves.
Tequila
PS: You can follow our discussion about that revision in our forum:
<a href="http://forum.smokin-guns.org/viewtopic.php?p=14840" target="_self" title="Weapon fire code refactoring">Weapon fire code refactoring</a>